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johnrichard

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A member registered Jan 14, 2022 · View creator page →

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Thanks for playing! It was originally on a field, hence the bush. I regret spending so much time on the art instead of the gameplay.

This is awesome. Where did you learn 6502 assembly?

Thank you for playing. 

Really cool game. The ship controls really well and your environmental art and effects are really interesting. It's plenty fun to just fly around for a bit. I'd be interested to see what you could do with more time. Keep up the good work!

I like the art style. I'm a sucker for pixel filters over low poly models. I think it's a great look. The game ran great for me and I found it satisfying to upgrade the rocket. A few minor tweaks is all this game needs to be really great. Good job!

This was a really great game. It really didn't feel like it was missing anything. Good platforming, controls, art, sound, music, combat, boss fights, and GUI. I did suffer extreme frame rate droppage as I got higher. It rendered the game unplayable after The Rafters level. I'm curious if anyone else experienced that. It also would have been nice not to need to backtrack to buy upgrades whenever you don't have enough money the first time. Being able to buy upgrades at the flag would have been a great quality of life improvement. This game is one of my favorites so far. Well done!

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Good job picking a theme and sticking to it. The art and animations were excellent. I loved being able to push stuff off shelves as well. It would have been neat to see that incorporated into the gameplay, such as being able to knock out a dog with a bottle or something. Good job. I'd love to see more.

P.S.: I love the CSM reference

This was a neat idea. I like the concept of rewarding a running jump with extra height. You did a good job with the art and sound as well. It would be cool to see some obstacles for the player to avoid. I think it's really helpful that you added a tutorial. Most people forget this (myself especially). It was also neat how you had the floor persist for the first ten floors in case the player fell right away. Great job with this game!

The writing was good and the GUI was very stylish. These two qualities felt professional and, in my opinion, were the highlight of the game. Controlling the balloon was pretty hard though. Some collisions froze me in place. Also, it wasn't hard to send the balloon flying upward super fast. My game also crashed when I tried to change the graphics settings but that may be an issue on my side. Overall, the game had excellent visual elements and it left me wanting to see more characters and world building. Keep up the great work!

Really peaceful game. It didn't feel like the difficulty was increasing right away. I could tell after a while but the ramp up could probably be made a bit more obvious. The controls were great and the hitboxes felt very fair. I liked how I could pass behind a tree without getting hit. Loved the song as well. You did a good job making it feel wintery. Well done!

Excellent job with this game. I found it really challenging and a lot of fun. You did a great job ramping up the difficulty with each level. I agree with those who desire full WASD movement. Also, I'm not sure how I feel about the camera angle auto correcting to a default value. It made aiming the fuel canisters much easier but took away my control while in flight. The level was also quite dark, which is fine given the game's theme, but it made it hard to see. Some sort of contrast to make the platforms stand out would help. This game was really fun and I'm quite impressed with what you were able to accomplish. You took a great idea and iterated upon it in interesting ways with each level. Great job!

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At first, after playing this game, I thought to myself, “This game is unfinished”. But then, just before exiting out of the tab, I paused. That can’t be true, I must be missing something. I read the description section, and something caught my eye. “…you will not be able to to [sic] respawn (its [sic] a bubble)”. I instantly refreshed the page, now carrying a more sober mindset. Had I known my precious bubble would not respawn, I would have taken the game much more seriously the first time. Could this have been the point all along? Could this game be trying to teach me a lesson about the value of human life and the dangers of squandering it?

This time I carefully avoided obstacles for what seemed like an eternity. I bobbed. I weaved. I nearly popped but continued on with a bead of sweat forming on my forehead. As a boulder careened towards my beloved pocket of air, I dodged right and made a stunning discovery: I could pass beyond the edge of the screen. I peeked back into the play area to see if I was still alive. I was! This changed everything. I could now simply float myself into safety where there were no rocks to be seen. My bubble sat there, hiding in the darkness while I went to the bathroom. When I returned, I quickly checked to see if it had burst while out of view. A smile crossed my face when its shiny edge slid into view.

I had done it. I had achieved immortality. Time passed. I sat there and my joy turned to contentedness. My contentedness turned to boredom. My boredom turned to sadness. What kind of life was this? To hide where it’s safe, taking no risks? Gaining nothing except another moment to breathe? I knew it may mean my death, but I had to return. Although it may end me, a life of challenge and intrigue was more appealing than settling for mere existence.

I ventured into “the kill zone” and once more began to bob and weave like my life depended on it. I was so focused that the world outside the game began to fade into nothingness. I got better. I got good. I felt unpoppable. I even began to take greater risks. I would see how close I could get to a falling rock. I tried to dodge under a rock at the last second. I was having the time of my life. Then, “it” happened. I burst.

I didn’t feel frustrated. I didn’t feel disappointed. I didn’t even feel sad. The only thing I felt was a deep appreciation for that shiny bubble and the many lessons it taught me. Life is precious. Time is fleeting. It's better to take risks and challenge oneself rather than sit in stagnation. I made a silent prayer to my lost friend. May he float straight to heaven.

10/10



We need more games like this. So bizarre and trippy, I love it. I agree with the readability issue others have mentioned. It also would be nice to know who is talking since I don't know which character is which. I also feel like a health bar would be a better indicator of how well I'm doing as opposed to numbers. The gameplay was quite innovative. I was actually forced to develop a strategy to win and then needed the skill to execute that strategy. Well done and I look foreword to seeing more episodes.

This was a really polished product. The art, sound, and music were great. The menu and GUI were stylized and intuitive. The controls were intuitive and smooth. I did check to see if I could get to the end without destroying an asteroid and I was able to easily. After finding this out, it felt like the only reason to ever shoot an asteroid would be to collect gold. And since there's no discernable difference between ships, collecting gold also seemed pointless. If you do work on this game more, I'd recommend making the asteroid drops more useful to the player. In the end, it was still really fun to play. Great job and keep up the good work!

Good job with this one. I also liked the clever interpretation of the theme and the mechanic where you don't want to kill them too fast. For me, the game went one of two ways; either I'd die super early or I'd unlock all guards and have nothing to do until I lost. It would have been nice if I had something else to do such as select a priority target to shoot at or upgrade my guards using points. These are just suggestions if you decide to develop more. For this game jam, your game was an excellent addition that I thoroughly enjoyed. Keep up the good work!

I think you did a great job given you had only three days. I like the movement and shooting, especially how you mixed it up with moving targets. One thing I noticed is that there's no penalty for missing targets. Having an incentive, such as having to hit all targets to progress, would make the game much more fun and any challenge more meaningful. Also, I could fly straight up off the screen to the end. Essentially, the game can be beaten just by holding the up button for 25 seconds. This game was a really cool idea with a lot of potential. I'd love too see what you can do with more time. Keep up the excellent work!

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I enjoyed this game quite a bit. I think you did a great job of reusing mechanics while still instilling a sense of progress. The inclusion of a boss fight came just at the right time to mix things up. I encountered the bugs that other people mentioned, i.e., enemies getting stuck on each other and the screen going black, stopping progress. Other than that it was a fun game that motivated me to keep playing to the end. Good job.

This was a really cute game. It had great atmosphere and the controls were unwieldy in just the right way. Having to look for oxygen added the perfect level of suspense, making me nervous anytime my meter began beeping or I ran into a dead end. I'd prefer if it were easier to restart after dying instead of getting sent back to the menu but that's a minor detail. All in all, well done!

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I'm a scrub so I didn't get very far. Really good job though. Recreating an existing game is a great option for beginning developers. It feel like a pretty faithful recreation of Jump King. I like the art and the music. In the future I'd encourage you to think about what personal twist you want to incorporate, even if it's something small. Keep up the good work!

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What a funny and totally original idea :) This game's best features are its simplicity, art, and sound design. The music amped you up and the sound effects made everything feel impactful. If the game were any longer it would definitely need more variety in gameplay but it kept me interested to the end which is all you can ask for in this game jam. The inclusion of a boss fight was a nice tough. Good job!

Your game is great. I really liked getting upgrades. The bats are a bit too fast. It felt like if more than one bat spawned at once, I was guaranteed to lose a life. This could be fixed by staggering the enemy spawns so that they don't all come at you at once. Really cool idea with a lot of replayablility. Thanks for making it.

I like the theme of your game and the level design had some neat ideas. One recommendation I have is to make the player character move a bit faster and jump higher. It felt like incredibly sluggish, which was tolerable up until level six. There were a few jumps in level six that were too unforgiving when moving at those speeds. I think it's impressive that you built all these levels in the time given. Keep up the good work.

Excellent game. I really liked the art and animations. The gameplay was fun too. Not very many games incorporated melee combat so yours stood out. I think the level design could use some tweaking. I got soft locked anytime I went through the hidden path to the chest. Also, a better checkpoint system would have helped prevent the game from feeling tedious. Overall, well done. I'd love to see more.

Super fun idea. The game is well polished with great art. I also encountered the bug where input was ignored but other than that, great job.

This idea was very well executed. Your design had very little unnecessary content to detract from the core concept. The controls were snappy and the challenge was at a good level. Leaderboard is brilliant. Well done.

This game, at it's core, is a solid platformer. There was good level structure and movement variety.  The game could be improved by fine tuning the collision and player movement. It felt really finicky, especially wall jumping and walking on ice. The ice would launch me in one direction or another incredibly fast. The game could also use more checkpoints or better hit detection for the spikes. I died on them enough that it became unfun replaying areas. Also, while the sprites themselves look really good, they could be improved by making sure the pixel resolution matches between them all. Some sprites were a much higher resolution than others. Overall, great job establishing atmosphere and game mechanics.

Excellent art and writing. I enjoyed how quick paced it was. Many talking simulator games drag on but this one was snappy. I know it's a small thing but I also really appreciated the main menu. It could have been slightly improved by adding music and some branching dialogue where the right choice isn't obvious. Most of the time it felt very clear which dialogue choice I was intended to make.

This game held some neat secrets and surprises. Unfortunately there were several times where a jump was impossible. This made it too frustrating to keep trying when all I could do was hope for a good random seed. I would have liked to see more of the game.

This game was very entertaining. Doesn't match the theme but I assume you know that. I think the UI could be improved. Highlighting which bullet will be fired next, enemy health bars, etc. It feels like enemy speed could be lowered a bit as well. It's hard to tell when an enemy will attack. Some sort of telegraphing animation would make it feel more fair. Overall, fun game. Keep up the good work.

What a blast to play. I laughed plenty and yelled even more. I really liked how the cannon raised as time went on. I would have liked more control in the air but I'm guessing it was that way so that the AI would be easier to implement. The game could be polished by touching up the sprites to break up large blocks of color. Also sound effects and music would be nice. The style is great though and the characters are well animated. Keep up the good work and hit us with a sequel.

I like the concept. I was able to jump super high by holding the jump button. Jumping did seem a little finicky. Any time I descended, even from just one jump, the lava would catch up to me, killing me. I was barely able to jump more than twice. Might be a bug, might be a skill issue ¯\_(ツ)_/¯. I love the lighting. The lava looks fantastic.

I like the mechanic of only being able to switch directions as opposed to full control of the player character. I think it has potential as a game mechanic if it were placed in a much more robust game. As is, the game lacks an objective and any measure of player choice. I can tell this is an early attempt at game development. I hope you learned a lot and had a great time. Your game made me smile and I strongly encourage you to keep trying new things and improving.

Good use of music and sound effects. It made actions and interactions feel intuitive. The gameplay could be improved however. The core loop basically boiled down to:

  • walk foreword while shooting
  • walk backward while shooting
  • repeat

Giving the player more options on how to navigate the levels and handle enemies would make a huge difference. Keep up the good work.

I love the art and I appreciated how clearly the goal is conveyed to the player. For me, the controls were glitchy and made it nearly impossible to progress higher than 30 blocks, although I could be missing something. 

Thanks for your feedback.